#version 450 layout(triangles, ccw, equal_spacing) in; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[1]; float gl_CullDistance[1]; }; struct t35 { vec2 m0; vec4 m1; }; layout(location = 0) in t36 { vec2 m0; t35 m1; } v40[32]; layout(location = 0) out float v80; void main() { gl_Position = vec4((gl_TessCoord.xy * 2.0) - vec2(1.0), 0.0, 1.0); float v34 = ((float(abs(v40[0].m1.m1.x - (-4.0)) < 0.001000000047497451305389404296875) * float(abs(v40[0].m1.m1.y - (-9.0)) < 0.001000000047497451305389404296875)) * float(abs(v40[0].m1.m1.z - 3.0) < 0.001000000047497451305389404296875)) * float(abs(v40[0].m1.m1.w - 7.0) < 0.001000000047497451305389404296875); v80 = v34; }